Effects of Magical Appropriation
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- Minor Prohibition: The spirits have placed a prohibition on the Wizard in exchange for power, though it’s not major. Examples include: Never using firearms, never touching a cat, only drinking alcoholic beverages (or abstaining from them). Failure to abide by this prohibition will result in the inability of the caster to ever again cast the spell learned in exchange for the prohibition (including variants of it or versions found in spell books/scrolls).
- Unwanted Familiar. The spirits of the land have granted the wizard a totally useless familiar to look after. The creature is of normal animal intelligence and petulant. Something like an earwig or dipsomaniac hamster. It chases off any existing familiar and if harmed the wizard will also take full damage from the attack. If killed the shock of its death causes 2D4 x Level of the spell gained damage to the wizard.
- Blood Debt. The earth/spirits develop a taste for the wizard’s blood and let him know it. In addition to the paranoia wizard must shed 1HP worth of his own blood anytime he wishes to memorize spells.
- Crippling Fear. Wizard suffers from crippling fear of just about everything as either a result of trauma, possession or foreknowledge of his own destruction. If attacked or placed in a stressful situation wizard must save vs. paralysis to act. A new save is required every round.
- Elemental Deformity: The Body of the wizard is warped by the power of the elements. Such changes are immediately obvious; the transformation into a being of living water is a possible example. The results may have serious effects on statistics and abilities, the details of which are within the GM’s discretion. In every case a serious weakness to the opposite elemental school of magic will occur.